Monkey Madness II
A grandmaster quest that unlocks maniacal monkey hunting — the fastest Ranged experience available.
Before you start
Grandmaster · very long · 4 quest points10 things to clear first, and it needs membership. Work through the list below before you travel.
- SkillsSlayer69Crafting70Hunter60Agility55Thieving55Firemaking60
- Quests firstEnlightened Journey,The Eyes of Glouphrie,Troll Stronghold,Watchtower
Not required, but expected: combat level 90 or above. You can start below that and will find the fights harder.
About this quest
Glough is loose again and his plan has grown considerably worse. The quest picks up years after the first and takes an account back to Ape Atoll to stop a war.
It is one of the hardest quests in the game, and the difficulty is concentrated rather than spread out: the crash site cavern asks you to fight two demonic gorillas at once, with no bank, and demonic gorillas switch their own protection prayers while attacking with all three styles.
The rewards are substantial enough to justify it. The heavy ballista, the Maniacal monkey hunting area and demonic gorillas as a Slayer target are all meaningful additions to a mid-to-late account.
Why do it: The heavy ballista, demonic gorillas as a Slayer target, and Maniacal monkey hunting — one of the best Hunter experience rates in the game.
Walkthrough
01Before you start
Monkey Madness II is a grandmaster quest with a hard fight at the end and a long middle that does not bank you. The requirements list is not the barrier; the endurance is.
- 1
Gather the item list first. Several entries — the m'speak amulet, the ninja greegree, the Translation book — are things you have to go and find rather than buy.
If you lost the Translation book from The Grand Tree, King Narnode replaces it during the quest. That is worth knowing before you go looking for it.
- 2
Decide early whether you are taking the Agility route or the tanking route through the dungeon. They want different things: the first wants the level, the second wants a pickaxe and a slash weapon for the webs.
02Chapters I and II
The opening is conversation and travel. Chapter II is the first real section — getting through Kruk's dungeon and then killing him.
- 1
Work through Chapter I with King Narnode and the gnome side of the story. Nothing here is dangerous.
- 2
In Chapter II, take your chosen route through the dungeon. The Agility route is faster; the tanking route needs a slash weapon for the webs and a pickaxe for the rocks.
- 3
Reach Kruk and kill him. He is a genuine fight rather than a cutscene and he hits through weak armour.
This is the first place the quest can kill you. Arrive with food rather than the remains of your travel inventory.
03Chapters III and IV
The longest stretch, and the one where people lose their place. It is several separate errands with a return to Ape Atoll in the middle.
- 1
Defeat Kob and Keef. They are fought separately and each has its own approach — neither is hard, but neither is free either.
- 2
Return to Ape Atoll for the Assistant Le Smith section and the stealth sequence that follows it.
- 3
Go back into Kruk's dungeon to finish the chapter. If you are unsure where you are, the quest journal names the current objective — use it rather than retracing.
- 4
Chapter IV moves the story rather than testing you. Read it or skip it, but do not bank your supplies away — Chapter V follows immediately.
04The Kruk fight and Glough
The final fight is three phases and the third has several accepted approaches. It is the reason this quest is rated grandmaster and it is worth arriving prepared rather than optimistic.
- 1
Phase 1 and Phase 2 are about staying alive and keeping your prayer up. Neither is subtle.
- 2
Phase 3 is where the fight is decided. There are several established strategies and they differ in how much they ask of your gear rather than in what they achieve — pick one and commit to it rather than improvising mid-fight.
Dying here means the walk back and a fresh inventory. It does not fail the quest, but it is a long walk.
- 3
Finish to unlock the gnome glider network to Ape Atoll, the ability to make more greegrees, and the Zooknock teleport — plus one of the largest experience rewards in the game.
What to do next
Demonic gorillas become a Slayer task and a money maker. They drop zenyte shards, which are the basis of the best jewellery in the game, and a single drop is worth many hours of most other content.
Maniacal monkeys with a hunter spear give some of the fastest Hunter experience available, which matters if you are pushing that skill.
The ballista is a strong ranged weapon for specific fights, though it uses expensive ammunition — worth reserving for content where its accuracy matters.
Rewards
Experience
60,000 totalEverything else
- Access to maniacal monkeys, the best Ranged training in the game
- Heavy ballista access
- Large experience rewards in Slayer, Agility, Thieving and Hunter
Gnome series
Tree Gnome Village
A maze, a battle and a warlord. Gives strong Attack experience and the glider network.
Monkey Madness I
Unlocks the dragon scimitar and gives 70,000 combat experience split across two skills.
The Grand Tree
Strong Attack and Agility experience, plus five quest points and the glider network.
The Eyes of Glouphrie
Rewards 2 quest points.
The Path of Glouphrie
Rewards 2 quest points, Four magic lamps offering a total of Slayer XP and Access to the Poison Waste Dungeon.
